Newxog volume: Difference between revisions
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{{O BaseTrigger}} | {{O BaseTrigger}} | ||
{{O BaseEntity}} | {{O BaseEntity}} | ||
==Issues== | |||
====Xog incorrect work with [[$translucent]]==== | |||
Xog all time fully rendering through objects with [[material]] [[shader]] parameter [[$translucent]]. This happen because of game can't tell the depth of scene because of the transparency. | |||
<br> | |||
<gallery mode=packed heights=410px> | |||
File:XBugHah.jpg| frame | No [[$translucent]]. Behind the wall placed xog volume and some models with small room. | |||
File:XBugDamn.jpg| frame | With [[$translucent]]. Now player see everything, but only what in xog. | |||
</gallery> | |||
<br> | |||
This problem also applies to brushes which not have [[$translucent]], but which parented to brushes that have this parameter. Similar will happen if brush with [[$translucent]] is part of your brush entity. Same will happen if you use [[overlays]]/[[decals]] on brushes with [[$translucent]]. | |||
<br> | |||
<gallery mode=packed heights=410px> | |||
File:XMS1.jpg| frame | Metal speaker is overlay that use [[$alphatest]], but xog fully visible anyway, because overlay pasted on the transparency window. | |||
</gallery> | |||
This issues doesn't happen if replace [[LightmappedGeneric]] to [[ShatteredGlass]] shader. [[ShatteredGlass]] give similar to [[LightmappedGeneric]] results, so, you can use it for glass or transparency surfaces when it's needed. | |||
<br> | |||
<gallery mode=packed heights=410px> | |||
File:XHahF1.jpg| frame | [[LightmappedGeneric]]. | |||
File:XHahF2.jpg| frame | [[ShatteredGlass]]. | |||
</gallery> |
Revision as of 08:10, 31 January 2024


Keyvalues
- Enabled (Enabled) <choices>
- Enable/Disable this Entity.
Determines is this entity enabled or disabled on spawn.
- 0: Enabled
- 1: Disabled
- 0:0: LocalVolume BBOX
- 1:1: LocalVolume Ellipsoid
|
- colorMode (colormode) <choices>
- Determines color mode.
- 0:0:StaticColor
- 1:1:1DGradTexture
- 2:2: CubeGradTexture
- Texture name Grad Texture (texname) <string>
- Xog gradient texture name. The default is
xen/effects/xen_sky_6_blurred_32
.
- colorTop (colortop) <color255>
- Xog top color. This is the main color of xog that uses if
Enable Height Blend
KV is disabled.
|

- colorBottom (colorbottom) <color255>
- Xog bottom color. Requires enabled
Enable Height Blend
to be working.
|
- distStart (diststart) <float>
- distStart
Xog start draw distance.
|

|
- distEnd (distend) <float>
- distEnd
Xog end draw distance.
|

|

- distDensity (distdensity) <float>
- distDensity
Density of xog entity, only values from 0 to 1 works.
|
- opacityOffsetTop (opacityoffsettop) <float>
- opacityOffsetTop
Offsets top color of xog.
|
- opacityOffsetBottom (opacityoffsetbottom) <float>
- opacityOffsetBottom
Offsets bottom color of xog.
|
- htZStart (htzstart) <float>
- htZStart
Height that xog starts rendering at.
|
- htZEnd (htzend) <float>
- htZEnd
Height that xog stops rendering at.
|
- htZColStart (htzcolstart) <float>
- htZColStart
Height that xog color starts rendering at. Results depend on htZColEnd
value.
|
- htZColEnd (htzcolend) <float>
- htZColEnd
Height that xog color stops rendering at. Results depend on htZColStart
value.
|
- noise1ScrollSpeed (noise1scrollspeed) <vector>
- Layer one, speed at which noise moves trough xog volume (X Y Z).
|
- noise1Tiling (noise1tiling) <vector>
- Layer one, tiling speed at which noise moves trough xog volume (X Y Z).
|
- noise2ScrollSpeed (noise2scrollspeed) <vector>
- Layer two, speed at which noise moves trough xog volume (X Y Z).
|
- noise2Tiling (noise2tiling) <vector>
- Layer two, tiling speed at which noise moves trough xog volume (X Y Z).
|
- noiseContrast (noisecontrast) <float>
- Contrast of xog.
|
- noiseMultiplier (noisemultiplier) <float>
- Multiplier of xog.
|
- Enable Height Blend (enablevol_height) <choices>
- Enable/Disable this heightbased xog.
Determines top color and blending is disabled or enabled.
- 0: Disabled
- 1: Enabled
|
Flags
|
Inputs
- TurnOn <void>
- Turn xog on.
- TurnOff <void>
- Turn xog off.
|
Outputs
|
Issues
Xog incorrect work with $translucent
Xog all time fully rendering through objects with material shader parameter $translucent. This happen because of game can't tell the depth of scene because of the transparency.
No $translucent. Behind the wall placed xog volume and some models with small room.
With $translucent. Now player see everything, but only what in xog.
This problem also applies to brushes which not have $translucent, but which parented to brushes that have this parameter. Similar will happen if brush with $translucent is part of your brush entity. Same will happen if you use overlays/decals on brushes with $translucent.
Metal speaker is overlay that use $alphatest, but xog fully visible anyway, because overlay pasted on the transparency window.
This issues doesn't happen if replace LightmappedGeneric to ShatteredGlass shader. ShatteredGlass give similar to LightmappedGeneric results, so, you can use it for glass or transparency surfaces when it's needed.